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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34745</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34745"/>
		<updated>2008-09-14T14:54:30Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: Undo revision 32361 by Neoskel (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a ''[[bodygloss]]'', allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
&lt;br /&gt;
== Convention ==&lt;br /&gt;
&lt;br /&gt;
The convention in the unmodded raw object data in Dwarf Fortress is to make the centre of mass the core of the creature.  All other body parts then attach to this central mass, or to those body parts that attach to this central mass.  Creating chains of attachments in this fashion produces limbs.&lt;br /&gt;
&lt;br /&gt;
While it is possible to use the CON token to connect to a specific body part ID even if it is in another template, it is convention within the default raw object data to use a CONTYPE if the connected part is in another template, for safety.  Otherwise, a creature must have both templates within its BODY token to prevent unpredictable behaviour when the creature is used during world generation or simulated during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique throughout all of the raw object files, though it does need to be unique within the BODY it is in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate unless it has the NOBREATHE token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches. Note that if the creature has more than one body part with that token type each of them will get its own additional body part attached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| To be thought of like intestines. Can be disembowelled, causing a slow painful death from heavy bleeding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse. It also makes the body part act like a foot, and adds toes to the body part. This can be problematic as the body part can be armored by a boot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death. Strangely, even creatures with the NOBREATHE token can be rendered unconscious (but not dead) by strangulation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE&lt;br /&gt;
* CIRCULATION&lt;br /&gt;
* DIGIT&lt;br /&gt;
* FLIER&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS&lt;br /&gt;
* HEAD&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT&lt;br /&gt;
* LIMB&lt;br /&gt;
* LOWERBODY&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
An [[elephant]] is composed of a large number of body parts, but only includes a small list of templates.  When an elephant asks for the following 15 templates in its CREATURE:ELEPHANT token:&lt;br /&gt;
 [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
&lt;br /&gt;
...it gets all of the following 35 body parts:&lt;br /&gt;
&lt;br /&gt;
 QUADRUPED:&lt;br /&gt;
   - upper body&lt;br /&gt;
   - lower body&lt;br /&gt;
   - head&lt;br /&gt;
   - right front leg&lt;br /&gt;
   - left front leg&lt;br /&gt;
   - right front foot&lt;br /&gt;
   - left front foot&lt;br /&gt;
   - right rear leg&lt;br /&gt;
   - left rear leg&lt;br /&gt;
   - right rear foot&lt;br /&gt;
   - left rear foot&lt;br /&gt;
 TAIL:&lt;br /&gt;
   - tail&lt;br /&gt;
 2EYES:&lt;br /&gt;
   - right eye&lt;br /&gt;
   - left eye&lt;br /&gt;
 2EARS:&lt;br /&gt;
   - right ear&lt;br /&gt;
   - left ear&lt;br /&gt;
 TRUNK:&lt;br /&gt;
   - trunk&lt;br /&gt;
 2LUNGS:&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
 HEART:&lt;br /&gt;
   - heart&lt;br /&gt;
 GUTS:&lt;br /&gt;
   - guts&lt;br /&gt;
 ORGANS:&lt;br /&gt;
   - liver&lt;br /&gt;
   - stomach&lt;br /&gt;
   - pancreas&lt;br /&gt;
   - spleen&lt;br /&gt;
   - right kidney&lt;br /&gt;
   - left kidney&lt;br /&gt;
 THROAT:&lt;br /&gt;
   - throat&lt;br /&gt;
 NECK:&lt;br /&gt;
   - neck&lt;br /&gt;
 SPINE:&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - lower spine&lt;br /&gt;
 BRAIN:&lt;br /&gt;
   - brain&lt;br /&gt;
 MOUTH:&lt;br /&gt;
   - mouth&lt;br /&gt;
 2TUSKS:&lt;br /&gt;
   - right tusk&lt;br /&gt;
   - left tusk&lt;br /&gt;
&lt;br /&gt;
The body part tree of the elephant, after connections are made, is as follows:&lt;br /&gt;
&lt;br /&gt;
 + upper body&lt;br /&gt;
   - heart&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
   + head&lt;br /&gt;
     - brain&lt;br /&gt;
     - mouth&lt;br /&gt;
     - trunk&lt;br /&gt;
     - right tusk&lt;br /&gt;
     - left tusk&lt;br /&gt;
     - right eye&lt;br /&gt;
     - left eye&lt;br /&gt;
     - right ear&lt;br /&gt;
     - left ear&lt;br /&gt;
     - neck&lt;br /&gt;
     - throat&lt;br /&gt;
   + right front leg&lt;br /&gt;
     - right front foot&lt;br /&gt;
   + left front leg&lt;br /&gt;
     - left front foot&lt;br /&gt;
   + lower body&lt;br /&gt;
     - lower spine&lt;br /&gt;
     - guts&lt;br /&gt;
     - tail&lt;br /&gt;
     - liver&lt;br /&gt;
     - stomach&lt;br /&gt;
     - pancreas&lt;br /&gt;
     - spleen&lt;br /&gt;
     - right kidney&lt;br /&gt;
     - left kidney&lt;br /&gt;
     + right rear leg&lt;br /&gt;
       - right rear foot&lt;br /&gt;
     + left rear leg&lt;br /&gt;
       - left rear foot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34744</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34744"/>
		<updated>2008-09-14T14:33:51Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Body Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a ''[[bodygloss]]'', allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
&lt;br /&gt;
== Convention ==&lt;br /&gt;
&lt;br /&gt;
The convention in the unmodded raw object data in Dwarf Fortress is to make the centre of mass the core of the creature.  All other body parts then attach to this central mass, or to those body parts that attach to this central mass.  Creating chains of attachments in this fashion produces limbs.&lt;br /&gt;
&lt;br /&gt;
While it is possible to use the CON token to connect to a specific body part ID even if it is in another template, it is convention within the default raw object data to use a CONTYPE if the connected part is in another template, for safety.  Otherwise, a creature must have both templates within its BODY token to prevent unpredictable behaviour when the creature is used during world generation or simulated during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose. Appears to have something to do with breathing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique throughout all of the raw object files, though it does need to be unique within the BODY it is in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate unless it has the NOBREATHE token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches. Note that if the creature has more than one body part with that token type each of them will get its own additional body part attached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| To be thought of like intestines. Can be disembowelled, causing a slow painful death from heavy bleeding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse. It also makes the body part act like a foot, and adds toes to the body part. This can be problematic as the body part can be armored by a boot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death. Strangely, even creatures with the NOBREATHE token can be rendered unconscious (but not dead) by strangulation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE&lt;br /&gt;
* CIRCULATION&lt;br /&gt;
* DIGIT&lt;br /&gt;
* FLIER&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS&lt;br /&gt;
* HEAD&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT&lt;br /&gt;
* LIMB&lt;br /&gt;
* LOWERBODY&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
An [[elephant]] is composed of a large number of body parts, but only includes a small list of templates.  When an elephant asks for the following 15 templates in its CREATURE:ELEPHANT token:&lt;br /&gt;
 [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
&lt;br /&gt;
...it gets all of the following 35 body parts:&lt;br /&gt;
&lt;br /&gt;
 QUADRUPED:&lt;br /&gt;
   - upper body&lt;br /&gt;
   - lower body&lt;br /&gt;
   - head&lt;br /&gt;
   - right front leg&lt;br /&gt;
   - left front leg&lt;br /&gt;
   - right front foot&lt;br /&gt;
   - left front foot&lt;br /&gt;
   - right rear leg&lt;br /&gt;
   - left rear leg&lt;br /&gt;
   - right rear foot&lt;br /&gt;
   - left rear foot&lt;br /&gt;
 TAIL:&lt;br /&gt;
   - tail&lt;br /&gt;
 2EYES:&lt;br /&gt;
   - right eye&lt;br /&gt;
   - left eye&lt;br /&gt;
 2EARS:&lt;br /&gt;
   - right ear&lt;br /&gt;
   - left ear&lt;br /&gt;
 TRUNK:&lt;br /&gt;
   - trunk&lt;br /&gt;
 2LUNGS:&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
 HEART:&lt;br /&gt;
   - heart&lt;br /&gt;
 GUTS:&lt;br /&gt;
   - guts&lt;br /&gt;
 ORGANS:&lt;br /&gt;
   - liver&lt;br /&gt;
   - stomach&lt;br /&gt;
   - pancreas&lt;br /&gt;
   - spleen&lt;br /&gt;
   - right kidney&lt;br /&gt;
   - left kidney&lt;br /&gt;
 THROAT:&lt;br /&gt;
   - throat&lt;br /&gt;
 NECK:&lt;br /&gt;
   - neck&lt;br /&gt;
 SPINE:&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - lower spine&lt;br /&gt;
 BRAIN:&lt;br /&gt;
   - brain&lt;br /&gt;
 MOUTH:&lt;br /&gt;
   - mouth&lt;br /&gt;
 2TUSKS:&lt;br /&gt;
   - right tusk&lt;br /&gt;
   - left tusk&lt;br /&gt;
&lt;br /&gt;
The body part tree of the elephant, after connections are made, is as follows:&lt;br /&gt;
&lt;br /&gt;
 + upper body&lt;br /&gt;
   - heart&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
   + head&lt;br /&gt;
     - brain&lt;br /&gt;
     - mouth&lt;br /&gt;
     - trunk&lt;br /&gt;
     - right tusk&lt;br /&gt;
     - left tusk&lt;br /&gt;
     - right eye&lt;br /&gt;
     - left eye&lt;br /&gt;
     - right ear&lt;br /&gt;
     - left ear&lt;br /&gt;
     - neck&lt;br /&gt;
     - throat&lt;br /&gt;
   + right front leg&lt;br /&gt;
     - right front foot&lt;br /&gt;
   + left front leg&lt;br /&gt;
     - left front foot&lt;br /&gt;
   + lower body&lt;br /&gt;
     - lower spine&lt;br /&gt;
     - guts&lt;br /&gt;
     - tail&lt;br /&gt;
     - liver&lt;br /&gt;
     - stomach&lt;br /&gt;
     - pancreas&lt;br /&gt;
     - spleen&lt;br /&gt;
     - right kidney&lt;br /&gt;
     - left kidney&lt;br /&gt;
     + right rear leg&lt;br /&gt;
       - right rear foot&lt;br /&gt;
     + left rear leg&lt;br /&gt;
       - left rear foot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27719</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27719"/>
		<updated>2008-09-13T09:54:20Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land. (Note: No longer valid. Use [IMMOBLE_LAND].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27718</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27718"/>
		<updated>2008-09-13T09:53:36Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land. (Note: No longer valid. Use [IMMOBLE_LAND].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &amp;quot;Ratman punches Blargg with his right hand&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Walrus&amp;diff=44791</id>
		<title>40d:Walrus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Walrus&amp;diff=44791"/>
		<updated>2008-09-07T10:05:59Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: New page: {{CreatureInfo|name=Walrus|symbol=W|color={{COLOR:6:0:0}}|bones=10|chunks=10|meat=10|fat=10|skulls=1|skin=Yes|biome= * Arctic ocean }}  These blubbery creatures live in large groups in...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Walrus|symbol=W|color={{COLOR:6:0:0}}|bones=10|chunks=10|meat=10|fat=10|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Arctic [[ocean]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These blubbery creatures live in large groups in arctic oceans. They have a tendency to get stuck on the map in fortress mode and have generations of babies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WALRUS]&lt;br /&gt;
	[NAME:walrus:walruses:walrus]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:tusks]&lt;br /&gt;
	[PREFSTRING:whiskers]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:400]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPPERS:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RTUSK:tusk:tusks:1:6:GORE]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LTUSK:tusk:tusks:1:6:GORE]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[CHILD:1][CHILDNAME:walrus calf:walrus calves]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[BIOME:OCEAN_ARCTIC]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44784</id>
		<title>40d:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44784"/>
		<updated>2008-09-07T09:58:22Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Ice Wolf|symbol=w|color={{COLOR:7:0:1}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* Glacier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ice wolves''' are basically evil [[wolf|wolves]] that live in tundras and glaciers. They are unnatural creatures who are indistinguishable from normal wolves except for their thicker, white fur and habitat.&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF_ICE]&lt;br /&gt;
[NAME:ice wolf:ice wolves:ice wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:piercing howls]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:ice wolf pup:ice wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44783</id>
		<title>40d:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44783"/>
		<updated>2008-09-07T09:57:44Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Ice Wolf|symbol=w|color={{COLOR:7:0:1}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* Glacier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ice wolves''' are basically evil [[wolf|wolves]] that live in tundras and glaciers. They are unnatural creatures who are indistinguishable from normal wolves except for their white fur and habitat.&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF_ICE]&lt;br /&gt;
[NAME:ice wolf:ice wolves:ice wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:piercing howls]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:ice wolf pup:ice wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44782</id>
		<title>40d:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44782"/>
		<updated>2008-09-07T09:55:59Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: New page: {{CreatureInfo|name=Wolf|symbol=w|color={{COLOR:7:0:1}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome= * Tundra * Glacier }}  '''Ice wolves''' are basically evil wolves th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Wolf|symbol=w|color={{COLOR:7:0:1}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* Glacier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ice wolves''' are basically evil [[wolf|wolves]] that live in tundras and glaciers. They are unnatural creatures who are indistinguishable from normal wolves except for their white fur and habitat.&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF_ICE]&lt;br /&gt;
[NAME:ice wolf:ice wolves:ice wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:piercing howls]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:ice wolf pup:ice wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28275</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28275"/>
		<updated>2008-09-06T06:14:08Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[nightwing]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28274</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28274"/>
		<updated>2008-09-06T06:13:04Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28273</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28273"/>
		<updated>2008-09-06T06:11:19Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Good */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28272</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28272"/>
		<updated>2008-09-06T06:10:44Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28271</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28271"/>
		<updated>2008-09-06T06:10:24Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28270</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28270"/>
		<updated>2008-09-06T06:09:34Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28269</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28269"/>
		<updated>2008-09-06T06:09:15Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]] [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28268</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28268"/>
		<updated>2008-09-06T06:08:53Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28267</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28267"/>
		<updated>2008-09-06T06:07:30Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[strangler]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28266</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28266"/>
		<updated>2008-09-06T06:07:10Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28265</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28265"/>
		<updated>2008-09-06T06:06:56Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[ice wolf]], [[blizzard man]], [[sea monster]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[sasquatch]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28264</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28264"/>
		<updated>2008-09-06T06:05:54Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Good */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[ice wolf]], [[blizzard man]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[sasquatch]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28263</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28263"/>
		<updated>2008-09-06T05:59:54Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[ice wolf]], [[blizzard man]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[sasquatch]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28262</id>
		<title>40d:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Surroundings&amp;diff=28262"/>
		<updated>2008-09-06T05:59:27Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surroundings affect the types of [[plant]] life and wild [[animals]] which will appear in play. It is possible to start a fortress that overlaps two or three alignment types (good, evil, savage, and calm). Keep in mind this is totally awesome. &lt;br /&gt;
&lt;br /&gt;
=Types=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique aspects=&lt;br /&gt;
&lt;br /&gt;
==Good==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[sun berry]], [[valley herb]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
==Evil==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]]&lt;br /&gt;
* Plants: [[silver barb]], [[kobold bulb]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[sasquatch]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18102</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18102"/>
		<updated>2008-08-09T01:40:15Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Speaking with Halfmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
&lt;br /&gt;
Animalmen are no longer wildlife in 39e, so they're hostile to elves. Someone should edit the article to express this. --[[User:Neoskel|Neoskel]] 21:40, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
&lt;br /&gt;
== Elven Ambushes ==&lt;br /&gt;
&lt;br /&gt;
While they may not seige, They do preform Ambushes.&lt;br /&gt;
&lt;br /&gt;
And I noticed something quite strange...&lt;br /&gt;
&lt;br /&gt;
They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Trading as of Latest Version ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. I have also tried offering them the same branch of items, and they will happily accept them. They even accept items that have blood on them. They will still reject pure wooden goods.&lt;br /&gt;
I haven't fully tested skulls, soap, or other animal byproducts yet. But if I were to hazard a guess, I would say they still will reject any item that has wood involved in it's creation, or any item with decorations of wood.&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do I kill elves? ==&lt;br /&gt;
&lt;br /&gt;
I don't like elves in my fortress and I would like to kill them with my thirty axedwarfs, how would I go about doing this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:TheLastBarber|TheLastBarber]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You can only attack people who have come to your fortress with ill intent. Anger them enough (cut down trees, take their stuff, involve their merchants in unfortunate &amp;quot;accidents&amp;quot;, etc.) and they should send forces to attack you, whereupon you can finally take joy in the slaughter. --[[User:Raumkraut|Raumkraut]] 15:39, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=27214</id>
		<title>40d:Count consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=27214"/>
		<updated>2008-08-08T10:39:19Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Count consort&lt;br /&gt;
| quarters=Great Bedroom&lt;br /&gt;
| dining=Great Dining Room&lt;br /&gt;
| tomb=Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with [[Count]]&lt;br /&gt;
| function=&lt;br /&gt;
* Making babies&lt;br /&gt;
}}&lt;br /&gt;
Your '''count consort''' arrives with the [[Count|Count/Countess]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18820</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18820"/>
		<updated>2008-08-08T06:37:51Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Types of Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
While clothing is not something that you need to worry about in the first few years of your fortress, after some time the clothing your dwarves wear will start to [[wear]] away.  Wearing old or tattered clothes creates unhappy [[thoughts]], and having clothing wear away completely creates an even bigger one. Civilians will not wear armor other than clothing. Assign them to be [[miner]]s or lumberjacks if you're concerned about them, since they'll carry [[axe]]s and [[pick]]s then even if they're not drafted.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-Clothing Garments may increase the [[Armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Chainmail||75||50/30|| || || || ||Chain|| ||15||50&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Dress||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Vest(*)||10||2/2||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||10||60||Clothes||Clothes|| || || || ||10||10&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Trousers||20||20||Clothes||Clothes|| || || || ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Feet||High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||Just||One&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||Just||One&lt;br /&gt;
|}&lt;br /&gt;
(*) = Not currently manufactable {{version|0.28.181.39e}}&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot(eg. only one plate mail, and no greaves and Leggings on top)&lt;br /&gt;
&lt;br /&gt;
The Value in each hex represents the kind of armor a specific piece of armor counts as.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;weight&amp;quot; figure is for items made of metal.  Metal armor may be made from [[copper]], [[bronze]], [[iron]], or [[steel]], and weigh the same regardless of which metal they are made of.  [[Leather]], plant [[cloth]], [[bone]], and [[shell]] items weigh half as much, [[adamantine]] items weigh one-eighth as much, and [[silk]] items one-tenth as much.  Certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values dictate how you stack armor. A dwarf who is authorized to use a certain type of armor that he can find easily(as in a stockpile), when he's not terribly busy, will go there and pick it up and use it depending on these variables. The dwarf has a '''Layer''' for every body slot. As he wears Garments, their' '''Size''' add to the body slot the items belong to(Head, Upper Body, etc.). When this layer variable is OVER an item's '''Permit''', then the dwarf will not consider to wear that item. This means that you can Cram a dwarf into one plate mail and three chain mails. The last chain mail went over the chain mail's limit of 50, so no more chain mail. Dwarves in Fortress mode will use the '''lowest''' permit of all the items they are wearing, and the code for finding and evaluating new equipment has some quirks that can lead to rather odd equipment setups, including the seeming inability for Fortress dwarves to wear [[cloak]]s unless set to &amp;quot;clothes&amp;quot; armor level. In adventure mode you can use a hefty bunch of cloaks on top of your Plate mail and 3 Chain mails though, since you are not at all prohibited by the search algorithms of Fortress dwarves.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mails requires three [[bar]]s of metal to [[forge]]. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields work by offering a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Fun Facts ==&lt;br /&gt;
* Dwarves will not switch to Metal greaves by themselves if they already wear bone greaves.&lt;br /&gt;
* Dwarves will not take off leather armor or chain mail when allowed a higher armor class; they will also keep what they wear. They will however switch between leggings and greaves.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18819</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18819"/>
		<updated>2008-08-08T06:36:55Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* Types of Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
While clothing is not something that you need to worry about in the first few years of your fortress, after some time the clothing your dwarves wear will start to [[wear]] away.  Wearing old or tattered clothes creates unhappy [[thoughts]], and having clothing wear away completely creates an even bigger one. Civilians will not wear armor other than clothing. Assign them to be [[miner]]s or lumberjacks if you're concerned about them, since they'll carry [[axe]]s and [[pick]]s then even if they're not drafted.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-Clothing Garments may increase the [[Armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Chainmail||75||50/30|| || || || ||Chain|| ||15||50&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Dress||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Vest(*)||10||2/2||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||10||60||Clothes||Clothes|| || || || ||10||10&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Trousers||20||20||Clothes||Clothes|| || || || ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Feet||High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||Just||One&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||Just||One&lt;br /&gt;
|}&lt;br /&gt;
(*) = Not currently manufactable {{version|0.27.176.39e}}&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot(eg. only one plate mail, and no greaves and Leggings on top)&lt;br /&gt;
&lt;br /&gt;
The Value in each hex represents the kind of armor a specific piece of armor counts as.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;weight&amp;quot; figure is for items made of metal.  Metal armor may be made from [[copper]], [[bronze]], [[iron]], or [[steel]], and weigh the same regardless of which metal they are made of.  [[Leather]], plant [[cloth]], [[bone]], and [[shell]] items weigh half as much, [[adamantine]] items weigh one-eighth as much, and [[silk]] items one-tenth as much.  Certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values dictate how you stack armor. A dwarf who is authorized to use a certain type of armor that he can find easily(as in a stockpile), when he's not terribly busy, will go there and pick it up and use it depending on these variables. The dwarf has a '''Layer''' for every body slot. As he wears Garments, their' '''Size''' add to the body slot the items belong to(Head, Upper Body, etc.). When this layer variable is OVER an item's '''Permit''', then the dwarf will not consider to wear that item. This means that you can Cram a dwarf into one plate mail and three chain mails. The last chain mail went over the chain mail's limit of 50, so no more chain mail. Dwarves in Fortress mode will use the '''lowest''' permit of all the items they are wearing, and the code for finding and evaluating new equipment has some quirks that can lead to rather odd equipment setups, including the seeming inability for Fortress dwarves to wear [[cloak]]s unless set to &amp;quot;clothes&amp;quot; armor level. In adventure mode you can use a hefty bunch of cloaks on top of your Plate mail and 3 Chain mails though, since you are not at all prohibited by the search algorithms of Fortress dwarves.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mails requires three [[bar]]s of metal to [[forge]]. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields work by offering a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Fun Facts ==&lt;br /&gt;
* Dwarves will not switch to Metal greaves by themselves if they already wear bone greaves.&lt;br /&gt;
* Dwarves will not take off leather armor or chain mail when allowed a higher armor class; they will also keep what they wear. They will however switch between leggings and greaves.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27711</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27711"/>
		<updated>2008-08-04T00:26:39Z</updated>

		<summary type="html">&lt;p&gt;Neoskel: /* V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. &lt;br /&gt;
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Neoskel</name></author>
	</entry>
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